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Metal Gear Solid [eu] (PS) - Single-segment Extreme mode 1:59:46 - Aurélien Pilet

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Metal Gear Solid [eu] (PS) - Single-segment Extreme mode 1:59:46 - Aurélien Pilet


Published 2006


Single-segment speed run of Metal Gear Solid, European version, on Extreme difficulty, completed on April 26 2006. Available in five versions: low/normal quality DivX, and normal/high/low quality H.264 MPEG-4.

Author's comments:
First of all, I would like to say my thanks to a few people:

  • Radix, for accepting my run, Nate, for capturing it, and both of them for the amazing work they do at SDA.
  • Arnaud, my brother, Alban and Mohamed for their support.
  • Rémi, for selling me this game a long time ago, and lending me the equipment to record my run and for his general support.
  • All the MGS speedrunners, Adnan Kauser and Zeno in particular, whose runs have been very helpful.
  • Dark Angel, Liquid316 and Samuel Riesterer for their guides on GameFaqs.
  • Adnan Kauser, again, for correcting and changing these comments.


This run was done on the French PAL version of the game played on the PlayStation.

Metal Gear Solid is my favorite PlayStation game, and naturally I decided to do my first speedrun on this game. I started to work on this run practically one year before completing it. I didn't work on the run for a whole year though: I trained for a few weeks, and then stopped for a few weeks. This caused the run to stagnate for a long period. At the beginning of my training I thought I could barely break the 2:15 mark, but, as time went by, my target time gradually decreased to finally breaking the 2 hour mark. I'm really happy to have finally done this, even though it has taken me so long to produce. I am happy with fact that I didn't complete it in two or three months, like I first expected, otherwise my time would have been around the 2:10 mark. The extra work put into this run allowed me to use better strats against a lot of bosses and to find plenty of little time savers that I'm sure you are going to like. One of the difficulties concerning the planning of this run is the ammo management, in particular the stun grenades which are very helpful in various situations. I don't claim that my strategy is optimal, different choices can be made like skipping the FA-MAS or the Thermal Goggles, picking up fewer Claymores...

Comments:

In the Tank Hangar if you reach the stairs too fast, the guard underneath will spot you; this is the reason I performed a combo before passing the last camera, this gave me just the right amount of time to pass without the risk of getting caught.
The Cell fight wasn't really great. At the beginning, I only killed one guard to be able to kill the other ones. This is handy if Meryl doesn't fight well, which is frequent. The guard I held at the end of the battle didn't die like he was supposed to and shot me as I didn't realize he wasn't actually dead.

OCELOT: Ridiculous, isn't it?

Going through the laser room without Thermal Goggles is very easy to do, the timing doesn't have to be very precise and the CODEC ringing acts as an aid for timing the path.

TANK M1: The main difficulty in this fight is the great speed of the Tank in Extreme, making the use of Claymores practically mandatory. This battle can be very random, so I decided to use a 'slow' but reliable strategy. Two grenades were necessary to kill the first soldier but that didn't cost me too much time.

Chaff grenades don't only act as a disturbance to cameras; they can be used to distract guards' attention as their explosion acts exactly as a knock on a wall or a step in a puddle. This can be very useful in various situations. In Nuke Building B1, I used this to stop the guard, which gives me enough time to grab the stun grenades without being spotted.

NINJA: A few mistakes, but overall a good fight.

MANTIS: Of course, I used the second controller to defeat him. Grenades act strangely on Mantis, they hurt him but he instantly regains his life. The trick to use them in this fight is to shoot Mantis 20 times first (I actually shot him 21 times to be safe, I sometimes lose count), and then use a grenade: his life is reduced and replenished but that triggers the cutscene where he controls Meryl. When she passes out again, his life is always reduced to the same level. The obvious drawback of this tactic is the loss of a large amount of Snake's health; but if one of the objects controlled by Mantis hits you before the grenade explodes, you don't get hit by the grenade and damages are reduced by half.

WOLF 1: I was unlucky with Wolf's starting position and had to wait to for the opportunity to get into position. The fight was pretty good after that.

I made an embarrassing mistake in the Underground Passage where I equipped the PSG-1 for a second. My finger slipped, I still don't understand how. Since this run, I now always equip stun grenades after the Wolf fight ...just in case. The Communication Tower chase is a big stun grenades consumer, but I had to save a few of them for later in the game, hence the use of the Socom. The rappelling scene was terrible; I got shot two times and was lucky at the end when I brushed the steam. It is not obvious, but the way I went through the Walkway requires good timing, in particular for the launch of the first stun grenade.

HIND: The first part of this fight is easy but the second one is random and only a few shots can kill Snake (when he doesn't wear the Body Armor). Fortunately, this second part went very well and I managed to keep the Hind above me at all times, even if some shots weren't very well timed.

I picked up Stinger ammo after the Hind battle to have 10 missiles for the second Wolf fight. I got stupidly shot during the Elevator fight: I usually turn around the last guard to avoid his shots, but this time, I eliminated the first three guards faster than usual, this tactic didn't quite work out...

WOLF 2: This wasn't a very good fight; I missed a lot of Stinger shots and didn't use the PSG-1 very well. Notice that the last bullet was shot after the Diazepam effect ended ;-)

The crane in the Blast Furnace can sometimes be very annoying; this time, it only slowed me down a little bit though. During the Cargo Elevator battle, running through the bullets like I did is risky and requires some practice. Unfortunately, I got shot at the end, right when I thought I was safe. This left me with minimal life until the MG-REX fight; that led me to be extra cautious (too cautious sometimes) for the end of the run, especially when I equipped a ration in inappropriate places.

RAVEN: Raven is the easiest fight of the game because of his set pattern. He spotted me a couple of times but the path I used didn't enable him to shoot me.

There's a faster way to pass the guard in Underground Base 3, I didn't use it because of the risk involved. I was very lucky with the mouse's starting position :-)

METAL GEAR REX: A few mistakes, plus the strange behavior of REX (when he turned on his left) slowed me down a bit. The fight was nevertheless pretty good.

LIQUID: Hitting Liquid continuously requires Snake to be perfectly aligned with him, which is pretty difficult: a very little deviation makes him slowly leave Snake's action range. That's what happened when I cornered him at the top of the area. The beginning of the fight was excellent. Unfortunately, it turned very bad and I lost about 20 seconds on my average fight time.

The Jeep escape was very bad, I got shot a lot by guards and by Liquid and I was slow to shoot him.

This run is obviously improvable: with better fights, improved strategies against a few bosses and enough luck, I think that a time under 1:58 is possible.

Thank you and Enjoy!

Slade


Run time 2:02:04
Producer Aurélien 'slade' Pilet
Audio/Visual sound, color

Credits

Captured by Nate.

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